Translucency Render element

Is it possible to implement this, similar to Corona?
To typically enhance sub-surface scattering for foliage?

In V-Ray, it’s called VRaySSS2 RE.

Hi Alexander, thanks for the response.
I only see a pitch black window when I open the SSS2 RE?

“Thin walled” seems to be the reason why the SSS2 renders black.
I click it “on” as I use translucency only on foliage, not solid objects?

I was just about to write the same. Yes, but SSS works for solid objects (as in the real world), where light scatters inside the volume. Thin-walled is generally meant for very thin refractive surfaces (like bubbles).

Leaves in cg are usually done with two-sided materials, where the transluceny “blends” between them to create the semi-transparent effect, whereas SSS is for skin, candles, etc.

You can download a Chaos Cosmos plant and explore how the leaves are done there for reference.

So, as I gather, the SSS2 RE won’t work for foliage translucency - whether I use a two-sided material or the “thin-walled” option…

Corona picks up the “thin-walled” translucency.

Which “leaves” me with the same request?

Mind if you send me the scene (or tell me which particular Cosmos asset that is) so I can see if I can make it work? Testing with another plant, I seem to get the SSS2 info, even though “thin-walled” is active. Maybe in your case it’s just very dark?

There’s actually another topic adressing the same issue here. You may try the LPE workaround suggested by Lele in post #15.

Otherwise, I’ll raise the question to the PMs again.

Translucency Test-01.zip (9.9 MB)

LPE sounds way above my pay grade!:laughing:

Thanks. Well, based on what I tested, the C<RD>.*L expression seems to be closest to a translucency element; however, it would be very tedious to work with since that info is already ‘baked’ in the Lighting/GI elements, plus it needs to affect only certain materials (those with thin-walled = on and translucency).

The 3ds Max PM told me to discuss the matter with the devs, so I’ll do that. Since Corona has a solution, maybe we can borrow it.

The devs discussed this with Vlado and he has another idea: Rather than having a separate TranslucencyRE (to avoid too much render elements), have front/back “modes” for the Lighting/GI elements. In your scenario, the info from the thin-walled option would go into back Lighting, while the SSS translucency goes into back GI.

How does this sound?

Hi Aleksandar, that sounds interesting.
Not sure if I understand the workflow -
Could you perhaps send me a small tutorial?

It’s just an idea (nothing implemented yet).

Just imagine that the VRayLighting and VRayGlobalIllumination elements have three modes: full, back, and front.

Full mode would capture front and back lighting/gi. Fron/back would capture, respectively, front/back lighting/gi.

In your case, in practice, you would need to add two VRayLighting and two GI elements (one pair for front, one pair for back lighting/gi) to get the thin-walled and SSS translucency info separately.